RuleSage cited table rulings
← Escape: The Curse of the Temple

You asked

How do I play?

Answered counted as answered

Asked with: Escape: The Curse of the Templebg-113294-en-1e

### Set-up
1. Set aside the starting chamber and exit.[1]
2. Mix the remaining chamber tiles face down and stack them as a draw pile.[1]
3. Place the starting chamber in the center of the playing area.[1]
4. Place 2 randomly drawn chamber tiles next to the starting chamber.[1]
5. Take the top 4 tiles of the draw pile, shuffle them with the exit tile, and place them on the bottom of the draw pile.[1]
6. (Exception for 1 or 2 players): Insert the exit tile in the middle of the draw pile.[1]
7. Determine the number of magic gems to place in the gem depot based on the player count (1 & 2 players: 7 gems; 3 players: 11 gems; 4 players: 14 gems; 5 players: 16 gems).[1]
8. Place 2 additional magic gems next to the depot.[1]
9. Each player selects a color and takes 5 dice, an adventurer figure, and an adventurer token of that color (Exception: 1 player takes 7 dice instead of 5).[1]
10. All players place their figure on the starting chamber and keep their token in front of them.[1]
11. (If using new curse cards): Shuffle the new curse cards with the other curse cards during set-up.[2]
### Playing the Game
1. Start the game by playing a soundtrack and following the command "Escape!".[3]
2. Use various dice combinations to perform actions:[4]
* **Enter a chamber**: A player may enter a chamber only if its entrance is not blocked.[4] To enter, the player must roll the icons shown in a red frame inside the new chamber.[4]
<0xC2><0xA0> <0xC2><0xA0>* Note: Players cannot enter the starting chamber.[5]
* **Discover a chamber**: A player inside a chamber with unblocked entrances that do not yet connect to other chambers may discover a new chamber.[4] To do this, the player must roll two adventurer icons to draw a new chamber from the draw pile and place it next to the current chamber, ensuring the stairway entrance joins the current chamber's entrance.[4]
* **Other actions**: Players may also perform actions such as "Activate magic gems" and "Provoke a turn of fate".[4]
3. After performing an action, a player must re-roll all dice used for that action.[4]
4. Players may set aside unused dice to use for later actions, and may re-roll these dice at any time (except black masks, which require a golden mask to re-roll).[4]
5. During the soundtrack, players must respond to three countdowns:[3]
* **First and Second Countdown**: Triggered by a gong and ending with a door slamming.[3] Players must rush back to the starting chamber; any adventurer who fails to reach the starting chamber before the door slams loses one die for the rest of the game.[3]
* **Third Countdown**: Triggered by three bangs of a gong and ending with the sound of the temple collapsing.[3] This signals the end of the game after exactly 10 minutes.[3]
### Winning and Losing
1. All players win as a team if they all manage to escape from the temple before it collapses.[6]
2. All players lose the game if any adventurer is still inside the temple when the temple collapses.[3]
[1] RULEBOOK Escape: The Curse of the Temple — Rulebook · p.5 · Set-up of the basic game Set-up of the basic game
[2] RULEBOOK Escape: The Curse of the Temple — Rulebook · p.27 · New curse cards · QUEENIE: THE FOUNTAIN · · 1 chamber: The Fountain · The new chamber 'The Fountain' · Poison: · Stand up: · …
[3] RULEBOOK Escape: The Curse of the Temple — Rulebook · p.9 · 5. Provoke a turn of fate · The adventure starts · The soundtrack · End of the game
[4] RULEBOOK Escape: The Curse of the Temple — Rulebook · p.7 · The actions · 1. Enter a chamber · 2. Discover a chamber
[5] RULEBOOK Escape: The Curse of the Temple — Rulebook · p.24 · Changes during set-up · Changes during game play · Prohibition chambers:
[6] RULEBOOK Escape: The Curse of the Temple — Rulebook · p.9 · For a more challenging game
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 84 ms · ask 6286 ms · total 6371 ms
single-flight (PR-5)
queued 0 ms · generation 6371 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 5, "score": 0.048652, "snippet": "You will need the 6 main chambers and the 13 basic chambers (that is, all the chambers without the purple mask and/or treasure icon). Set aside the starting chamber and exit. Mix the remaining chamber tiles face down, then stack them as a draw pile. Place the starting chamber in the center of the pl", "headingPath": "Set-up of the basic game Set-up of the basic game", "sharpsignalDocId": 775}, {"page": 9, "score": 0.047938, "snippet": "If there are too many accursed dice in play, players may transfer one of the two gems lying next to the depot to the depot. Then, all adventurers may re-roll all of their accursed dice (black masks). Players must reach this decision unanimously! A turn of fate can be provoked only twice during the c", "headingPath": "5. Provoke a turn of fate · The adventure starts · The soundtrack · End of the game", "sharpsignalDocId": 775}, {"page": 9, "score": 0.046642, "snippet": "Players may agree before the start of the game to increase the number of gems in the gem depot. number of gems in the gem depot. There are two variants: Example: With black masks slowing their progress and hastening their doom, the adventurers take a chance with fate, freeing their black masks from ", "headingPath": "For a more challenging game", "sharpsignalDocId": 775}, {"page": 24, "score": 0.043301, "snippet": "Mix the 8 time chambers face down, draw 2, 3 or 4 chambers, then set them near you without looking at them. Remove the remaining time chambers from the game. Shuffle the time chambers in front of you with the draw pile, then take five chambers at random from the pile, shuffle them with the exit tile", "headingPath": "Changes during set-up · Changes during game play · Prohibition chambers:", "sharpsignalDocId": 775}, {"page": 7, "score": 0.031746, "snippet": "Using various dice combinations, the players may perform different actions. Enter a chamber Discover a new chamber Activate magic gems Escape Provoke a turn of fate The actions in detail: A player may enter a chamber only if its entrance is not blocked. Example: Frank may enter only the chamber show", "headingPath": "The actions · 1. Enter a chamber · 2. Discover a chamber", "sharpsignalDocId": 775}, {"page": 23, "score": 0.03125, "snippet": "The player lifts this chamber together with their adventurer and moves it clockwise around the temple without changing its orientation, testing each empty space adjacent to an existing tile in the temple until the entrance stairway on the moving platform connects to a door on another chamber in the ", "headingPath": "Moving platform: · Invocation chamber: · Cliff: · Slide trap:", "sharpsignalDocId": 775}, {"page": 31, "score": 0.030303, "snippet": "In order to enter this chamber players have to roll 3 torches . Players can activate a gem and find a treasure in this chamber. Use this treasure to place your adventurer in an adjacent chamber. You can chose any adjacent chamber, even the diagonal ones. While you are standing in a chamber with open", "headingPath": "Narrow gauge: · Portal: · VOID RUNNER · TRICKSTER", "sharpsignalDocId": 775}, {"page": 20, "score": 0.029851, "snippet": "Each player chooses one of the six characters and gains that character's special ability for this game. Each adventurer chooses one character and takes the two corresponding character cards, one of which shows a permanent ability, the other an activatable ability. Each player chooses one of their tw", "headingPath": "Module 6: Characters · Set-up modifications · Permanent and activatable abilities: · Permanent: · Activatable: · DOC", "sharpsignalDocId": 775}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 5, "quote": null, "headingPath": "Set-up of the basic game Set-up of the basic game", "sharpsignalDocId": 775}, {"page": 27, "quote": null, "headingPath": "New curse cards · QUEENIE: THE FOUNTAIN · · 1 chamber: The Fountain · The new chamber 'The Fountain' · Poison: · Stand up: · …", "sharpsignalDocId": 775}, {"page": 9, "quote": null, "headingPath": "5. Provoke a turn of fate · The adventure starts · The soundtrack · End of the game", "sharpsignalDocId": 775}, {"page": 7, "quote": null, "headingPath": "The actions · 1. Enter a chamber · 2. Discover a chamber", "sharpsignalDocId": 775}, {"page": 24, "quote": null, "headingPath": "Changes during set-up · Changes during game play · Prohibition chambers:", "sharpsignalDocId": 775}, {"page": 9, "quote": null, "headingPath": "For a more challenging game", "sharpsignalDocId": 775}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 775 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 775 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
answer fence
passed — letter density 0.88730 of 2449 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 15, 2026 04:54

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Set-up of the basic game Set-up of the basic game p.5 0.048652 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) 5. Provoke a turn of fate · The adventure starts · The soundtrack · End of the game p.9 0.047938 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) For a more challenging game p.9 0.046642 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Changes during set-up · Changes during game play · Prohibition chambers: p.24 0.043301 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) The actions · 1. Enter a chamber · 2. Discover a chamber p.7 0.031746 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Moving platform: · Invocation chamber: · Cliff: · Slide trap: p.23 0.03125 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Narrow gauge: · Portal: · VOID RUNNER · TRICKSTER p.31 0.030303 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Module 6: Characters · Set-up modifications · Permanent and activatable abilities: · Permanent: · Activatable: · DOC p.20 0.029851 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 40 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Set-up of the basic game Set-up of the basic game p.5 #1 0.048652 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Narrow gauge: · Portal: · VOID RUNNER · TRICKSTER p.31 #7 0.030303 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) For a more challenging game p.9 #3 0.046642 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) New curse cards · QUEENIE: THE FOUNTAIN · · 1 chamber: The Fountain · The new chamber 'The Fountain' · Poison: · Stand up: · … p.27 #29 0.011765 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#5 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) QUEENIE: EXCHANGE CHAMBER & TELEPORT CHAMBER · Game components and changes during set-up · Exchange Chamber: · Teleporter Chamber: p.34 #16 0.025327 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#6 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) The actions · 1. Enter a chamber · 2. Discover a chamber p.7 #5 0.031746 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) 5. Provoke a turn of fate · The adventure starts · The soundtrack · End of the game p.9 #2 0.047938 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Changes during set-up · Changes during game play · Prohibition chambers: p.24 #4 0.043301 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Set-up of the basic game Set-up of the basic game p.5 no quote on the wire
[2] RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) New curse cards · QUEENIE: THE FOUNTAIN · · 1 chamber: The Fountain · The new chamber 'The Fountain' · Poison: · Stand up: · … p.27 no quote on the wire
[3] RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) 5. Provoke a turn of fate · The adventure starts · The soundtrack · End of the game p.9 no quote on the wire
[4] RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) The actions · 1. Enter a chamber · 2. Discover a chamber p.7 no quote on the wire
[5] RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Changes during set-up · Changes during game play · Prohibition chambers: p.24 no quote on the wire
[6] RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) For a more challenging game p.9 no quote on the wire
timing split
retrieval 84 ms · first delta 2634 ms · total 6371 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 0 ms · retrieval 84 ms · ask 6286 ms · gateway work 6371 ms · total 6371 ms
tokens in (the prompt the answerer read)
3095
tokens out (what the answerer generated)
750
tok/sec
202.9 tok/sec — 750 output tokens in 3.697 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 9s ago)
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 711), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.